Guardian PvE | Dungeon Hammer, Staff | Support Best Support

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Summary

Best Support (WORLD) :)


I. Weapons and Skills

Cleric's Hammer
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Virtue of Justice19¼
    Virtue. Burn foes with every fifth attack.
    Activate: You and your allies inflict burning on the next attack.
    Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)Might: 5 s
  • Virtue of Resolve38½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84Regeneration: 5 s
  • Virtue of Courage57¾
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sProtection: 5 sStability: 3 s
  • Hammer Swing½
    Strike your foe.
    Damage: 296Range: 130
    • Hammer Bash½
      Bash your foe.
      Damage: 333Range: 130
    • Symbol of Protection
      Symbol. Create a symbol that gives protection to you and your allies.
      Damage: 370Damage (4x): 740x3Protection: 1 sCombo Field: LightRange: 180
  • Mighty Blow¾ 5
    Damage nearby foes with a mighty ground slam.
    Damage: 647Radius: 180Combo Finisher: Blast
    • 0
    • 0
  • Zealot's Embrace1 15
    Send a wave toward your foe that immobilizes foes in a line.
    Damage: 296Immobilized: 2 sRange: 1,200
    • 0
    • 0
  • Banish1 25
    Launch your foe with a powerful smash.
    Damage: 370Blowout: 750Range: 130
    • 0
    • 0
  • Ring of Warding¾ 40
    Ward. Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
    Duration: 5Range: 180
    • 0
    • 0
  • "Receive the Light!" 32
    Shout. Heal yourself and allies in a cone in front of you.
    Healing: 6,525 (self)Healing: 1,725 (allies)Duration: 3Range: 600
    • 0
  • "Retreat!"48
    Shout. Grant aegis and swiftness to up to five nearby allies.
    Aegis: 20 sSwiftness: 20 sRange: 600
    • 0
  • "Hold the Line!"28
    Shout. Grant protection and regeneration to allies.
    Protection: 4 sRegeneration: 6 s (780 health)Range: 600
    • 0
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

Change skills all the time
Projectiles: use wall and shield of the avenger(master of consecrations is for it)
Need buff might: Purging flames and hallowed ground
Remove condition : remove retreat and use purging flames
Change for GS if you need pull mobs
NEVER REMOVE THE STAFF.


II. Traits

Adept Master Grandmaster

Trait Details

Change Master of Consecrations for spirit improved durations if you like .


III. Stat Specifics & Effects

Primary Stats

  • Health 16765 (+5120)
  • Vitality 1428 (+512)
  • Armor 2796 (+669)
  • Toughness 1585 (+669)
  • Attack 2836 (+809)
  • Power 1725 (+809)
  • Precision 916 (+0)

Secondary Stats

  • Boon Duration 65% (+65%)
  • Critical Damage 6% (+6%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 100 (+100)
  • Healing Power 998 (+998)
  • Virtue Recharge Rate 30% (+30%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

...


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Chocolate Omnomberry Cream
Duration: 30min
+40% magic find while under the effect of a boon
Boon Duration: 20%
Experience from Kills: 10%
  • (30min)
  • +40% magic find while under the effect of a boon
  • Boon Duration: 20%
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Rurik's Helm of Vampirism
  • Defense: 121
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Rurik's Pauldrons of Vampirism
  • Defense: 121
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Rurik's Chestguard of Vampirism
  • Defense: 363
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Rurik's Gauntlets of Vampirism
  • Defense: 182
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Rurik's Legplates of Vampirism
  • Defense: 242
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Rurik's Greaves of Vampirism
  • Defense: 182
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.

Armor Stat Totals

  • Defense 1211
  • Healing Power 175
  • Boon Duration 15%

Rune Bonuses

Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.

Accessories & Jewels

Soldier's Amulet
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Soldier's Back
  • Power: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 67
  • Power: 48
  • Toughness: 48
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 67
  • Power: 48
  • Toughness: 48
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Soldier's Earring
  • Power: 75
  • Toughness: 53
  • Vitality: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Soldier's Earring
  • Power: 75
  • Toughness: 53
  • Vitality: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15

Accessory Totals

  • Power:486
  • Toughness:398
  • Vitality:212
  • Healing Power:284

Weapon Set Sigils

Cleric's Hammer
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Water
30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)

Weapon Set I

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Water
30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Water

30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)

Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Water
30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
Sigil of Superior Water
30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)

Water Weapon I

Sigil of Superior Water

30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)

Water Weapon II

Sigil of Superior Water

30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)

Upgrade Item Details

.use superior sigil of life if you like


V. Basic Gameplay

..Basic dont let you team die. xD


Main Skill Rotation

Hammer Swing½
Strike your foe.
Damage: 296Range: 130
Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
"Hold the Line!"28
Shout. Grant protection and regeneration to allies.
Protection: 4 sRegeneration: 6 s (780 health)Range: 600
"Retreat!"48
Shout. Grant aegis and swiftness to up to five nearby allies.
Aegis: 20 sSwiftness: 20 sRange: 600
Symbol of Swiftness¾ 15
Symbol. Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
Damage: 185Swiftness: 8 sRadius: 180Duration: 4Combo Field: LightRange: 1,200
Orb of Light½ 3
Fire a moving orb of light that heals allies on contact; can be detonated to heal allies.
Damage: 444Healing: 271Range: 1,200
Flash of Light
Detonate the orb to heal nearby allies. Orb of Light takes 4 times longer to recharge.
Damage: 222Healing: 788Radius: 240Range: 1,200
Empower20
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing: 1,500Duration: 10x6Might: 10 s
Virtue of Justice19¼
Virtue. Burn foes with every fifth attack.
Activate: You and your allies inflict burning on the next attack.
Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)Might: 5 s
Virtue of Courage57¾
Virtue. Grants aegis every 40 seconds.
Activate: Grant aegis to yourself and nearby allies.
Aegis: 5 sProtection: 5 sStability: 3 s
Virtue of Resolve38½
Virtue. Regenerates health.
Activate: Heal yourself and nearby allies.
Passive Regeneration: 3 sHealing: 84Regeneration: 5 s
Renewed Focus2 90
Focus, making yourself invulnerable and recharging your virtues.
Duration: 3
Virtue of Justice19¼
Virtue. Burn foes with every fifth attack.
Activate: You and your allies inflict burning on the next attack.
Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)Might: 5 s
Virtue of Resolve38½
Virtue. Regenerates health.
Activate: Heal yourself and nearby allies.
Passive Regeneration: 3 sHealing: 84Regeneration: 5 s
Virtue of Courage57¾
Virtue. Grants aegis every 40 seconds.
Activate: Grant aegis to yourself and nearby allies.
Aegis: 5 sProtection: 5 sStability: 3 s
"Receive the Light!" 32
Shout. Heal yourself and allies in a cone in front of you.
Healing: 6,525 (self)Healing: 1,725 (allies)Duration: 3Range: 600
Hammer Swing½
Strike your foe.
Damage: 296Range: 130
Hammer Bash½
Bash your foe.
Damage: 333Range: 130
Symbol of Protection
Symbol. Create a symbol that gives protection to you and your allies.
Damage: 370Damage (4x): 740x3Protection: 1 sCombo Field: LightRange: 180
Hammer Swing½
Strike your foe.
Damage: 296Range: 130
"Hold the Line!"28
Shout. Grant protection and regeneration to allies.
Protection: 4 sRegeneration: 6 s (780 health)Range: 600

.Basic dont let you team die. xD


Purify½ 12
Release an orb of cleansing light that cures conditions on allies it passes through. Detonate it to burn foes and cure conditions on allies in the blast radius.
Damage: 168Burning: 5 s (1640 damage)Radius: 300Range: 1,200
Light of Judgment½
Fire a ball of light that heals allies and damages foes.
Damage: 84Healing: 69Range: 1,200
Refraction½ 20
Create a bubble that absorbs hostile projectiles and grant retaliation to allies.
Duration: 7Retaliation: 5 sCombo Field: Light
Purifying Blast8
Detonate the orb to burn foes and cure conditions on allies in the blast radius.
Damage: 672Burning: 5 s (1640 damage)Radius: 25 ftCombo Finisher: BlastRange: 1,200
Purify½ 12
Release an orb of cleansing light that cures conditions on allies it passes through. Detonate it to burn foes and cure conditions on allies in the blast radius.
Damage: 168Burning: 5 s (1640 damage)Radius: 300Range: 1,200
"Hold the Line!"28
Shout. Grant protection and regeneration to allies.
Protection: 4 sRegeneration: 6 s (780 health)Range: 600
"Stand Your Ground!"24
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600

You have infinite retaliation in the water just use 4 AND 22 trident.


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